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Messages - MustangMR

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16
Wish list / Re: Shortcut for Chat Tab Switching
« on: July 18, 2008, 06:19:23 pm »
I don't mean to hijack this thread, but since it's dealing with the chat system, I'd really like to see the current set tabs dumped for more general ones which can be set to what we want to see in them.  There are many instances where the same event puts a message in multiple windows, and then I have flashing tabs which get kind of annoying.  I would turn it off, but then I may miss other events that I do care about.  A generic window system that accepts all text but can be filtered is what I would request.  Then allow us to create new windows with different sets of filters.  This is how many other games have chosen to implement this feature, and it makes sense and works real well.

17
Wish list / Re: Crafting Skills
« on: July 14, 2008, 09:02:37 pm »
Surprised no one mentioned this, but building a ship to fish?  There are shores on lakes that anyone with a stick, string and a hook can walk up to and fish.  Maybe that wasn't the best skill to include.

The idea isn't bad, but keep in mind that when you go to the blacksmith, you are using his tools and workshop.  He offers it free of charge, so what would be the incentive to own our own workshops?  Maybe if he charged rent for using the items, then you'd have reason to build your own, or perhaps rent from other players who own them.

Overall, I like it the way it is.  Making crafting too hard has a tendency to drive people away from doing them, and I think PS has about the right mix on difficulty vs. reward on tradeskills.

18
I'm kidding on climb.  What I would rather see is a game mechanic that recognizes I'm climbing down a ladder and moves me down it instead of letting me run right over it to my doom.  We don't need skills to climb ladders... ropes, mountains, difficult terrain, those would be places where climb would kick in.

I'd vote for anything in the trade skill or combat areas before that though.

19
I think Climb would be an interesting skill to learn.

Yes, I would love to be able to climb down a few of the ladders in the game without overshooting them every time and taking a ton of damage.

20
Complaint Department / Re: Bored
« on: June 03, 2008, 06:45:02 pm »
""Boredom comes from a boring mind." <-- Metalica

I've met and played guitar with the lead guitar player of Metalica.  He didn't have much of a mind to be bored with. :P  Don't even remember his name now he was so uninspiring.  Don't know if the lead singer was any better, but I never found much in their music.  Just personal opinion.  I doubt many of you would be inspired by the music I like. 

Lack of boredom is thinking that your every thought is original... it's not.  <me> :)

We all get bored and find ourselves at dead ends once in a while.  Boredom is just a respite while trying to find another challenge to overcome, be it a game, a new challenge in an old game, or, god forbid, something in RL(tm).  Obviously I'm bored now or else I'd be doing something more interesting than responding to a thread about boredom.  Some days, I'd give anything for a few minutes of boredom.

21
General Discussion / Re: Approved guilds?
« on: June 03, 2008, 11:33:26 am »
You're right, Xillix, maybe I missed a nuance in the 5 pages of posts.  What you just described is much different than the starting premise of approved guilds.  Sorry, I am trying to be constructive.

The way I interpret the problem though, is how do you get an official story-line to the players, when multiple guilds are each running their own story.  Bringing in players to play defined roles is a great idea.  I still feel dealing with it at the guild level is the wrong place though, for the reasons stated throughout this thread.  How about dealing with it as in real-life?  Post for job positions the way you just did?  Positions could be posted on the forums or in-game.  In-game would be ideal, forums being the easiest.  Requirements for the position include having them submit their resume on how they would play the position.  The settings team could use the resumes to see which players would best fit what they want to do with the game world.  Once a selection was made, the player would be sent a supplement to their role and what knowledge they would have as that role and some guidance on what is needed.

And if I repeated something someone else submitted already and I missed it, my apologies.

22
General Discussion / Re: Approved guilds?
« on: June 03, 2008, 06:31:35 am »
My main point is that instead of trying to officially approve guilds and have them be a part of the settings by default, let all guilds work for that honor, and have an equal shot at glory and the rewards that come from it.  My suggestion was just one way to encourage that.  All guilds can earn the rewards, but only the first one earns the prestige of being part of the settings.  Approving guilds can cause a lot of unintended side effects that I feel will hurt PS more in the long run, and I would bet that if you did build a system similar to what I suggested, a significant part of those settings and effects would go to the guilds you would have given approved status to anyway.

But just some ideas.  I do disagree with the basic premise of this thread, so sorry if it feels that I'm hijacking it.  I'll be blunt (what a surprise), I already feel PS is being built by the few for the few.  I haven't been playing PS much lately for that reason.  I have no vested interest in if my idea was to be implemented because I'll probably never be a part of it.  When I read this, I nearly just closed the page and said forget it, but I thought I would at least voice my opinion.  I totally agree with the desire to make the players more involved in the story and history of the game, but I think there are other ways to do it that will encourage PS's player base to grow instead forcing it into small groups.

23
General Discussion / Re: Approved guilds?
« on: June 02, 2008, 08:53:47 pm »
A famous quote applies more often than not... "Perception is reality".  What it means is despite the way things really are, you have to deal with other peoples perception because for them it is reality.  Regardless of all the good intents to encourage one type of game experience, you will have to deal with the idea that you are showing favoritism to one group of players.  Xillix through out a few examples of how an approved guild could benefit by new game content.... what about all the other guilds?  Why aren't those events available to every guild in the game?

If you want a suggestion on how to make it work, scrap the idea of "approved" guilds and instead focus on a game mechanic that can be available to every guild, events that have to be completed by the guild and not just random members on their own.  Develop a system that lets a guild work towards a goal.

For example:

1. The game GM's devise a series of quests that are designed for members of a guild... any guild.
2. All Guild Leaders can check an in-game posting, a bulletin board open to everyone say.  This posting will give clues to how to start the quest line.
3. In order for the quest series to be completed, the guild leader will have to have signed up to it.  After that, all members of the guild are allowed to pursue the quest.  Only members of a guild actively working on a quest will ever see any of the quests.
4. Quests are accomplished in sequence by any member of the guild. 
5. When all the quests are done or the guild has reached the last part of the quest line, an event is triggered by the Guild Leader to maybe spawn a boss mob, or any kind of encounter that you feel is appropriate for PS.  Boss mobs have been done to death, other things can be done.
6. The rewards could be gold, items, or even titles for the members of the guild.  Or perhaps a guild board on the forum or in-game that tells of all guilds achievements.  Maybe the first one to complete the quest gets an in-game area dedicated to them, a plaque or something.

This would be fair and open to everyone, would remove any kind favoritism, and then the only thing you'd have to deal with is non-guild members saying there is extra stuff for guild members, but the quests should be designed to be accomplished by a group of people, and not a solo player.

24
General Discussion / Re: Approved guilds?
« on: June 02, 2008, 03:43:00 pm »
With everything that still needs to be done on the game, I find it hard to believe this is even being considered.  A month or so ago a poll was run to find out how to keep new players because the feeling was that there is already too much of an elitist attitude here, and now you want to promote that feeling?  Seems counterproductive to this lost soul.

Looks like the decision has already made to do this, though, since you just want to find out "how" to do it.  Gratz to the favored few.

25
Newbie Help (Start Here) / Re: One more time: How do I use the bank?
« on: June 02, 2008, 12:12:04 pm »
There's not much reason to use the bank.  Tria don't weigh anything as far as I can tell, and you can't store items in it.  Just keep your money on yourself and you won't have to worry about a bug eating it all.

And what if you meet some robbers on your way?

What about bank robbers? (personally I'd take my chances against players vs. developers... at least in alpha).

26
There's not much reason to use the bank.  Tria don't weigh anything as far as I can tell, and you can't store items in it.  Just keep your money on yourself and you won't have to worry about a bug eating it all.

27
General Discussion / Re: Art Dept Poll
« on: May 23, 2008, 02:34:25 pm »
Well, I understand everyone's desire for new player races, but is that the best thing for PS?  Shouldn't those new races be backed up with appropriate new zones as starting locations to keep everything in context?  Do all the races fit within the context of the current zones?  Since PS is about roleplaying, for someone to play these new races their story always has to start with they left their home area to go to the city.  Is that always good?  What about the role playing of a character who never wants to go into the current zones for one reason or another?

Just a thought.  I know the player races are a big draw, just considering some of the side effects of maybe jumping ahead too fast.

28
General Discussion / Re: Art Dept next steps?
« on: May 23, 2008, 02:24:55 pm »
If I may, the one thing that strikes me in the current outdoor zones is that they are very sparse and plain.  You've built the basics of the outdoor world, but they just don't seem complete, to me anyway.  Just as an example, I've hear rumors of farming taking place, yet there are no farms anywhere.  I would also like to see more vegetation and landmark type features.  And maybe bound the outdoor zones with billboards of forests or mountains/fog so you don't end up looking out over nothing so often.  There are also a few scenes where houses seem to float in the air when you put render to max distance on that could be cleaned up.  Weather?

And there is also descriptions of flying mounts and caravans to speed up travel between cities.  Has any thought been given to those animations?  Before you consider expanding the world again, you may want to address these ideas.

BTW, I voted to beef up the existing zones, so I'm just following up here with my thoughts.

29
General Discussion / Re: Too many black cloaks!
« on: May 17, 2008, 06:35:14 pm »
Well, despite all attempts to drive role playing, PS is still a game.  I enjoy playing every aspect of a game I can find, from fighting to crafting to enjoying the view now and then.  It keeps everything kind of fresh and whenI get tired of one aspect I move to another.  Developers spend a lot of time putting material in it, so as a player I feel compelled to play it all.  I usually want to experience everything a game has to offer and that usually means having to reach high levels of statistics to be able to get there.  Sometimes I'm satisfied with knowing I just got there, other times I want to beat it. 

30
Linux Specific Issues / Re: Linux + ATI + psclient = crash?
« on: May 16, 2008, 02:03:03 pm »
I would never defend ATI's ability to write a good driver anymore, but I run OpenSuSe 10.3 with an ATI Radeon X800 and it's running great.  The client is very stable with very good frame rates considering the system and resolution I'm running it on.  I think I've only had one crash since I started playing and that happened in some strange circumstances that I'm nearly positive weren't graphics related.

It may be your ATI mobility chip set.  I remember some problems with that set, though I don't know what your friends are running.

It could be other things like the amount of memory you have.  Are all your friends running on Linux too?

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